ACE3/addons/artillerytables/functions/fnc_interactMenuOpened.sqf
PabstMirror 8e3fd45500
Artillery rangletables (universal) (#6853)
* Initial

* Update artillerytables.cpp

* Pass by value, remove c17 features

* Tweak accuracy

* SQF work

- improve compat with a3 mlrs with remote cam (animationSourcePhase)
- handle non [0] turrets (rhs prp)
- add config entries
- use vectorCos to fix fp error (thanks commy)

* Support per mag air friction

* tweak friction

* Integrate with mk6

* more acos fixes

* Handle invalid memPointGunOptic (CUP_BM21_Base)

* Cleanup

* cleanup/tweaks

* Update checkConfigs.sqf

* Finish cleanup of ace_mk6mortar

* Update stringtable.xml

* fix bwc for ACE_RangeTable_82mm

* Update fnc_rangeTableCanUse.sqf

* build 32dll, fix some headers

* strncpy and move testing to seperate file

* Move to sub-category

* Update for ACE_Extensions changes and add warning to ace_common

* Update stringtable.xml

* Update addons/common/functions/fnc_checkFiles.sqf

Co-Authored-By: jonpas <jonpas33@gmail.com>

* Update stringtable.xml

* Update stringtable.xml

* test extension.yml update logical operator

* Revert "test extension.yml update logical operator"

This reverts commit b1871724ad.

* more guess and test
2019-12-17 10:14:45 -06:00

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#include "script_component.hpp"
/*
* Author: PabstMirror
* Interaction menu opened, search for nearby artillery vehicles.
*
* Arguments:
* 0: Menu Type (1 is self interaction) <NUMBER>
*
* Return Value:
* Can Open <BOOL>
*
* Example:
* [1] call ace_artillerytables_fnc_interactMenuOpened
*
* Public: No
*/
params ["_menuType"];
TRACE_1("interactMenuOpened",_menuType);
if (_menuType != 1) exitWith {};
if (!("ACE_artilleryTable" in (ace_player call EFUNC(common,uniqueItems)))) exitWith {};
private _vehicleAdded = ace_player getVariable [QGVAR(vehiclesAdded), []];
private _rangeTablesShown = ace_player getVariable [QGVAR(rangeTablesShown), []];
TRACE_2("searching for new vehicles",_vehicleAdded,_rangeTablesShown);
{
private _vehicleCfg = configFile >> "CfgVehicles" >> typeOf _x;
// config "ace_artillerytables_showRangetable" [0 disabled, 1 enabled] falls back to artilleryScanner
private _showRangetable = if (isNumber (_vehicleCfg >> QGVAR(showRangetable))) then {
getNumber (_vehicleCfg >> QGVAR(showRangetable))
} else {
getNumber (_vehicleCfg >> "artilleryScanner")
};
if ((_showRangetable == 1) && {!(_x in _vehicleAdded)}) then {
private _vehicle = _x;
private _turret = [];
private _turretCfg = configNull; // find turret with artillery, will be one with primaryGunner = 1 (e.g. RHS PRP-3)
{
private _xTurretCfg = [_vehicleCfg, _x] call CBA_fnc_getTurret;
if ((getNumber (_xTurretCfg >> "primaryGunner")) == 1) exitWith {
_turret = _x;
_turretCfg = _xTurretCfg;
};
} forEach allTurrets _vehicle;
TRACE_3("",_vehicle,configName _vehicleCfg,_turret);
if (isNull _turretCfg) exitWith { ERROR_1("no primaryGunner %1",configName _vehicleCfg); };
if ((count _turret) != 1) then { WARNING_2("sub turret %1-%2",_typeOf,_turret); };
private _weaponsTurret = _vehicle weaponsTurret _turret;
if ((count _weaponsTurret) != 1) exitWith { WARNING_1("multiple weapons - %1",_typeOf); };
private _weapon = _weaponsTurret select 0;
private _turretAnimBody = getText (_turretCfg >> "animationSourceBody");
private _turretAnimGun = getText (_turretCfg >> "animationSourceGun");
// For artillery with detached camera (I_Truck_02_MRL_F) need to use animationSourcePhase
// But that command won't always work, so fallback to animationPhase
private _currentElevRad = _vehicle animationSourcePhase _turretAnimGun;
if (isNil "_currentElevRad") then { _currentElevRad = _vehicle animationPhase _turretAnimGun; };
private _currentTraverseRad = _vehicle animationSourcePhase _turretAnimBody;
if (isNil "_currentTraverseRad") then { _currentTraverseRad = _vehicle animationPhase _turretAnimBody; };
// Some turrets (MK6) have a neutralX rotation that we need to add to min/max config elevation to get actual limits
private _weaponDir = _vehicle weaponDirection _weapon;
private _turretRot = [vectorDir _vehicle, vectorUp _vehicle, deg _currentTraverseRad] call CBA_fnc_vectRotate3D;
private _neutralX = (acos ((_turretRot vectorCos _weaponDir) min 1)) - (deg _currentElevRad); // vectorCos can return values outside of -1..1
_neutralX = (round (_neutralX * 10)) / 10; // minimize floating point errors
private _minElev = _neutralX + getNumber (_turretCfg >> "minElev");
private _maxElev = _neutralX + getNumber (_turretCfg >> "maxElev");
private _applyCorrections = if (isNumber (_vehicleCfg >> QGVAR(applyCorrections))) then {
getNumber (_vehicleCfg >> QGVAR(applyCorrections))
} else {
getNumber (_vehicleCfg >> "artilleryScanner")
};
private _advCorrection = GVAR(advancedCorrections) && {_applyCorrections == 1};
if ((missionNamespace getVariable [QEGVAR(mk6Mortar,airResistanceEnabled), false]) && {_vehicle isKindOf "Mortar_01_base_F"}) then {
_advCorrection = true;
};
// check weapon and limits in case different vehicles use the same weapon (cammo variants should still produce the same array)
private _info = [_weapon, _minElev, _maxElev, _advCorrection];
_vehicleAdded pushBack _vehicle;
ace_player setVariable [QGVAR(vehiclesAdded), _vehicleAdded];
private _index = _rangeTablesShown pushBackUnique _info;
TRACE_2("",_info,_index);
if (_index != -1) then {
private _statement = {
params ["", "", "_info"];
TRACE_1("interaction statement",_info);
[FUNC(rangeTableOpen), _info] call CBA_fnc_execNextFrame; // delay a frame because of interaction menu closing dialogs
};
private _condition = {
//IGNORE_PRIVATE_WARNING ["_player"];
("ACE_artilleryTable" in (_player call EFUNC(common,uniqueItems))) && {[_player, objNull, ["notOnMap", "isNotSitting", "isNotInside"]] call EFUNC(common,canInteractWith)}
};
private _displayName = format ["%1%2", getText (_vehicleCfg >> "displayName"),["","*"] select _advCorrection];
private _action = [format ['QGVAR(%1)',_index], _displayName, QPATHTOF(UI\icon_rangeTable.paa), _statement, _condition, {}, _info] call EFUNC(interact_menu,createAction);
[ace_player, 1, ["ACE_SelfActions", "ACE_Equipment"], _action] call EFUNC(interact_menu,addActionToObject);
TRACE_1("added action",_displayName);
ace_player setVariable [QGVAR(rangeTablesShown), _rangeTablesShown];
};
};
} forEach (nearestObjects [ace_player, ["LandVehicle"], 25]);